Tag: Analysis

  • A Journey for Knowledge

    A Journey for Knowledge

    A Journey for Knowledge

    This article is a compilation of the lore and information pertaining to the background lore of the world of Verra in Ashes of Creation.
    This article will be kept updated as more Apocalypse lore is revealed. Most of these hypotheses are opinionated, and not factual. Please take that into account while reading and form your own opinions on the subject after reviewing the source materials provided.

    I have supplied as many sources for the contents of this article as I could. For those who wish to simply see a summary of this article, please scroll all the way to the bottom. The summary will not include the majority of minute details that make this entire process worth investigating, so I’d suggest reading the full article. This project took approximately 80+ hours to complete. Some of this time was spent in game while the majority of it was spent searching for information and compiling all of it into a single article for others to read. The twelve weeks of Adventure Pass lore is split across three segments.  If there are topics that you would like to see added, further investigated, or to provide new sources of information, please contact me with my Discord tag: Feardraconis#4422

    Enjoy!

    Background Lore

    The creation of Verra has some significant background lore. We start by learning of a race of beings known as the Ancients and that were created in the likeness of The Ten. This term is used to represent the ten Deities of Creation. These Gods imbued their qualities into a single race known as the Ancients. This allowed the Ancients to have ownership over all creation. Eventually there was a divide among the Gods on how to control their new creation. Three of the Ten Gods separated from the others and began to teach The Ancients the Secrets of the Essence. (Essence, we can assume is like Midichlorians from the Star Wars universe. Whether good or bad, they are included in all of life in Verra) This “Essence-Weaving” could be used to create magic that was not divine in nature. When the Seven remaining Gods learned of this, a large celestial battle ensued. In Legend it is believed that this war created the universe of Ashes of Creation and the world of Verra. As the war finally concluded, the Three Gods and the Ancients were banished into the Void. After this horrific event, the Seven decided to split their qualities across four races instead of one; this is how the mortal races known in Verra were created.

    As a world rich with diverse cultures, Verra has been influenced by these four major races; Humans, Orcs, Elves, and Dwarves. Throughout history they have fought numerous wars against each other and the lesser races of Verra. These lesser races were seen as barbaric and crude, often finding refuge in makeshift villages and settling in tribal and possibly nomadic societies. Within the darker areas of Verra were the twisted and terrible abominations of creation. Twisted through essence to disrupt what times of peace that these mortal races knew. Many great churches dispatched heroes to destroy these threats to civilization. Roughly twenty-five years before the Fall, there were four great empires that spanned the known world. The Aela Empire, Pyrian Kingdom, Kaivek Protectorate and the Dunzenkell. Furthermore, there were many city states, some self governed and others vassal states of the great four empires.

    The above information is a summary of this livestream transcript.

    SolarSystem.jpg

    Battle Royale Quest Lore

    In this section I will cover the Battle Pass Quest Lore from the Battle Royale of Intrepid’s Apocalypse. There is a lot of information, some of it is fairly vague. However it does provide some insight into the world of Verra. This includes: legendary characters, mythical weapons, corruption, essence, racial lore, factions, theology, and some creatures. I believe Intrepid Studios have done a great job of giving us some information without giving away too much of the primary lore.

    Once again, the statements below are not factual, but opinionated using a hypothesis. Sources are included on the second page of the article, I encourage you to read the quests for yourself and form your own opinions.

     

    Week 1

    1. Cry Havoc: Harbingers in this context refer to “Omens”. This is further backed by the blog post called Dillia’s Diary . The “Others” termed here are referenced often throughout these quests. I believe Corruption acts similar to the Flood from the Halo Universe (essentially taking control of the minds of mortals and the Essence around itself, effectively allowing it to spread to all life as everything is made to some degree of Essence). From the description, Corruption is the largest threat that destroyed the Old World. Prayers and Spells had no effect upon the Corruption. Creation (the Seven) may have forsaken the Old World and left the mortals to fend for themselves.

    2. Terrorwraith: This piece of Lore hints at what could be a naturally occurring dynamic event in Verra called a “Manastorm”. The choice of words here is shocking, almost as if Mana and Essence are different substances. While the rest of the quest does not mention much else besides some backstory for the Terrorwraith creature. The description of the Manastorm stuck similar to a Biawac from the RPG Pillars of Eternity.

    3. Cleric Training: Here Creation is referenced as some sort of Religion (or Godhead, namely the Seven). He-Who-Groveled is a large creature which has massive tentacles, this may be referencing the Kraken glyph’s and architecture found in the Underrealm. It is interesting to note that this same theme is shown in a dungeon showcase on Intrepid’s YouTube channel. This creature that is mentioned could possibly be a future Raid/World boss or an Ancient. Also by this context Resurrection magic does exist in Verra, however it is unknown if this magic will be included in some of the Class Kits. Finally a Legendary figure named Aventia is mentioned and may be further referenced in the MMO.

    4. A Blunt InstrumentCreation is referred to once again either as a religion or Godhead within the Lore. The Lightpact is also mentioned, which we learn later on is an alliance of all the mortal races to combat the Corruption and Harbingers. Also to note is that there are several High Priests (one for each of the seven deities). One may assume that for the Religion Mechanic in the MMO, a Player would choose one of these seven paths of religion for their character’s progression. A location called the “Godforge” is also noted. It is possible that this forge was used to produce the weapons used to fight against the Corruption, and these weapons may be legendary weapons usable by players in the MMO. Another possible legendary figure named Brother Balmo may be referenced in further Lore.

    5. A Treasured Find: The Fallow Hold is a location mentioned here, it is quite possible that it will be a Dungeon in the MMO. Ancient treasures were stored here by an individual name Atrax, which may be another legendary figure referenced later.

    6. Seeking Penance: Penance in this context I believe is repentance or forgiveness. A Starchild is referred to here which could have number of different meanings. The Starchild could be a servant of Creation (comparable to an angel) or an individual with unique magical abilities. Obviously, the village did not offer what the Starchild wanted or heeded its warnings and were punished accordingly.

    7. War of Towers: In this Quest, we learn of Lemlong, which is a possible city node/country within Verra. The Kaelar were not a united people and commonly fought each other, which we could assume on multiple occasions throughout their history. The Empyrean Empire also conquered these factions shortly after the war. There could possibly be an occupation or complete takeover of the Kaelar people by the Empyrean Empire in Verra at this point in the timeline. This war may be one of the Great Wars in the timeline of Ashes of Creation.

    Elven Gateway

     

    Week 2

    1. Let Us RememberWe learn here that the Lightpact is an alliance between the four major races of Verra to combat the Harbingers. This means that there is quite possibly more than just the Corruption threatening the Old World. It also says that the “stars fell, chaos reigned, and corruption spread.” It may be possible that the Corruption arrived to the Old World via meteors. Or that the natural disasters were the Harbingers themselves. This is further supported by the volcano being named Harbinger in the Battle Royale Map.

    2. Dragon Lines: Eremus is introduced here, possible legendary character. A dragon is inlaid in his wand, which can be considered a symbol of power. It is specified that he is going on a journey for the Lightpact.

    3. Savagery: Mentioned here is another legendary figure know as Rikashi the Blackened Ember. Mainly this quest is just a narrative, however it is notable that Rikashi kills what we may assume were Others and proceeds into a cavern. This narrative is continued in following few weeks quests.

    4. They Cannot Hide: Mostly just a narrative here, not much that is Lore significant. Gellchrist, at least in this context will probably not be a legendary character. The Others here are interestingly described almost as a Hivemind entity.

    5. Working Steel: The Obsidian forge here is shown as another location. The Dunzenkell are a Dwarven faction and are said to have amazing blacksmithing capabilities. It is quite possible that they will have innate racial abilities towards blacksmithing in the MMO.

    6. The Arrow’s Mark: In this quest, Creation is recognized as an “Entity” or even a location. We also learn that Corruption may have arrived to the Old World via “Portals”. This could be a part of the Horde Mode in APOC where the players will have to close portals to halt the current wave of creatures attacking the Node. It may also be a future mechanic in the MMO if Corruption ever returns to Verra with possible quest-lines or dynamic events. Three “Behemoths” are suggested as well, these may be references to world bosses in the MMO or bosses that will be in the Horde mode of APOC. It does not take much imagination to guess that the Behemoths are actually the Ancients.

    7. In The Face of Inevitability: Harbingers here again, assuming in the context used meaning “Omens”. Interestingly “abyss” is used here, I do not regard this as a reference to the Others . Yet I believe it refers to the Void, or it may be just a figure of speech in that the Lightpact had lost hope in combating these Harbingers. Upon further inspection into the lore, one could accept that the Harbingers are natural disasters and may not be in exact reference to the Others.

    Elven Dungeon

     

    Week 3

    1. An Alchemical Answer: Its unknown at this point if Cashitan will be a legendary character, not much description of him besides the fact that he is a fairly talented alchemist. One thing to note is however the wording of “he wouldn’t do this by hand”, in my opinion it may be possible that there is an auto crafting option in the MMO. However I doubt it will be to the extent of BDO’s (Black Desert Online) AFK Life Skills. You could assume by doing auto crafting, that it would take severely longer to complete said item and lower the potency of it. For example, a blacksmith who auto crafts an iron breastplate with X amount of durability on it may have a lower amount of durability than a blacksmith who manually crafts the iron breastplate. There are pros and cons to this. While it would allow the player to then go about other tasks, the items made would have less value. However, if said player always crafts manually they could potentially lose time in other aspects of the game like raiding, gathering, questing etc. I have no idea if there is a auto crafting system being discussed for the MMO, but it is a possibility.

    2. An Evolution of Power: The Mountain Dwarves, better known as the Dunzenkell are respected as master engineers. They use a mixture of metalworking and Essence to create their items. It is interesting to note that an esteemed artisan in their culture holds higher or similar status as the nobility. Kaelmuir (Legendary Smith?) is mentioned as one such example. Creating the crossbow from a miniaturized version of a siege ballistae. Also in this quest, Intrepid gives us a very important answer to whether or not Essence-Weaving was passed down from the Seven to the four mortal races. Therefore, we can assume that all “magic” in the universe of Verra is actually just the manipulation of Essence whether for good or evil.

    3. Rarefied Ingredient: The four Divine Gateways (one for each mortal race) were actually constructed by the Lightpact. However this process was near impossible as the materials required were very dangerous and difficult to acquire along with The Harbingers constantly affecting their efforts. Despite all of these factors, the Lightpact sent teams of experienced individuals to gather these materials. Also note that these individuals had to have strong minds to resist the Corruption taking hold of them. Even for some, that wasn’t enough.

    4. Here One Moment..: Disclosed in this quest are mainly three topics. The introduction of a faction called “The Blue Rose”, a possible type of Essence-Weaving resulting in what is termed as “feytouched” and Dyvek, an individual who fought against a Knight from this faction. Feytouched, it seems is the ability to bend physics allowing for teleportation. While the Blue Rose isn’t mentioned more, I believe it could be a mercenary faction trying to capitalize on the chaos brought on by the Harbingers.

    5. Lion’s Peace: Theron, Paladin of the Herald holds a mythical weapon named “Lion’s Peace”. There is a chance this would be an attainable mythical weapon within the MMO. It also says that he had a “devotion to his God” which may help confirm that a player may choose a Deity as part of the religious character progression system. Note also, that the Others killed did not live the same as him. The assumption here is that in one point of time they were living, and that in killing them he would have been breaking his vow to take no life. However because they had been Corrupted they were no longer living. (basically meaning that they were once mortals or creatures who had then been corrupted)

    6. Going It Alone: The Harbingers here are recognized as being events. While still being omens, it would make sense that these were mainly natural disasters of some sort. In this context, the Harbinger that Rikashi has entered is some sort of cavern (possibly the volcano from the Battle Royale map). She also uses a meditation technique to avoid the army of Others surrounding her which may be a skill in the MMO. Whether this is used for stealth or possibly to restore ones Essence.

    7. A Champion Appears: The Celestial Games is a tournament held every seven years where individuals participate in seven different events (one year and event for each Deity) where they test might, mettle, magic, and mind. Arenas are also present in many cities across Verra. This is very intriguing as players may be able to use these arenas for tournaments and may be used for the “Arena Style” PvP. “Celestial Champion” may be a title that players can earn by participating in arena content.

    Dunir Dungeon

     

    Week 4

    1. Divine Gifts: I believe that these chests were left behind as caches of powerful weapons by the Lightpact. These weapons were effective in fighting the Others. These chests are described identically to the ones used in the Battle Royale as they “glow and chime, as if they want to be found”.

    2. Old Reliable: Sadly, this quest is mostly just narrative. It is interesting to note however that Hrngnir is trying to escape Verra and that it had become hell. Also that he was having to fight so much that he actually dulled his axe.

    3. Cairon’s Wing: Molle is described as a master artisan. She has created a heavy plate which she has named “Cairon’s Wing”, and this is most likely a mythical item that could be attainable in the MMO. The item was imbued with Essence to give the item more tensile strength and higher mobility. With this detail, we can assume that working with Essence will have a large impact on crafting.

    4. Hand of Fate: It is possible that with the information in this lore that Essence allows an individual to control the specific elements like fire for an example. Despite Ashlar being able to use his wings to fly, I believe Intrepid Studios has taken a stance on no flying for players and mounts. However gliding will be a system for mounts as far as we know. These wings described may be future cosmetics or even skills available to certain class kits.

    5. A Moment of Crisis: Another narrative with Aventia which talks about each member of her group’s Essence. She was able to recognize her companions through their “Essence Strand” which she sensed “familiar, warm, and felt of friendship and love”. In the area there was little ambient Essence, Aventia had to use her own Essence to save her compatriots lives. Note, that there is a different terminology between ones “Essence Strand” and ones “Lifespark”. It is possible that these are in fact, the same. However, different races or cultures may refer to it differently. One detail that I find perplexing is the concept of “ambient Essence”. In a sense, Essence can be view as a resource and specifically get low in quantity in certain situations. Because of this, Essence may be a food source for creatures or fuel for certain magical interactions. With that being said, I believe that “Mana” is condensed Essence that can be used to help fuel ones magic.

    6. Stereotypical Mages: Mostly just narrative here but it does introduce the idea that spells can be cast without an item. But this comes with a con, as more complicated spells in the spur of combat, become very difficult to cast without an item to channel through. Logically this makes sense and when you take it to a game-play situation, spells that are used without an item may be weaker or have a longer cool-down. This may hint at what Intrepid has previously stated as ‘Sigils’ being an item that a player could equip in their off-hand to bolster their stats and usage of magic.

    7. The First and the Last: This meeting I believe was between the Champions of Verra (possibly some of the individuals introduced throughout the quest lore) and the leaders of the Lightpact. These leaders called this gathering to decide who among those champions would lead the military efforts against the Others. Every living being on Verra depended on this decision.

    Elven Spawn

     

    Languages of Verra

    Elder and Younger Futhark: If you look closely at the scope UI of the Crossbow of Revealing and the Grimoire, there are runic symbols within these elements. These symbols are similar to the Elder and Younger Futhark Runic languages. Elder Futhark originated as a writing system used by early Germanic tribes. It was then simplified in Scandinavia and eventually became Anglo-Saxon Futhorc. The Anglo-Saxon and Younger Futharks remained in used during the Early and High Middle Ages. The wiki pages provided give quite an interesting read. Surprisingly enough, these runic languages are extremely similar to Dwarvish runes across many different fantasy settings. Tolkien’s writings, World of Warcraft, and even Dungeon and Dragons Dwarvish appear similar. However they are not a direct match to many of the symbols shown. It could also be true that this is a home-brewed language (as Ashes of Creation was originally Steven’s home-brewed Pathfinder campaign) as some of the symbols do not match any of these other languages. While attempting to translate these runes provided very little insight into their purpose, I believe that a cipher is needed to fully comprehend the meaning behind them. In my opinion, it is quite possible that they are Words of Power imbued within these weapons themselves to give them their abilities and mainly just add some extra flavor to the UI.

    Unknown: There are three shrines in the Battle Royale map that have these symbols. They bare some resemblance to the Draconic runes used in Dungeons and Dragons. However I have been unable to find runes/glyphs that match directly with them. Attempting to find Elvish translations also bore no fruit. It is probable that these runes are an early hint towards the Tulnar. Sadly, this logic does not fit the timeline well as the Tulnar appear after the Fall. As there isn’t a system of runes that matches well, I believe these are glyphs. (runes and glyphs are very different, runes have a more alphabetical meaning creating words or sentences. Whereas glyph’s hold more of a meaning comparable to “Beware, dangerous path ahead!”. You could assume similar to an Inuit Inukshuk.) These shrines or runes may hold a meaning in there is dangerous Essence here or that an area is rich with ambient Essence. The same assets show up in this environment teaser on Intrepid’s YouTube channel.

     

     

     

    Landmarks

    Map ToC:

    • Spiral: Possible Node Locations
    • Blue eyes: Points of Interest
    • Orange eyes: Locations with strange Objects
    • Red G: Possible Future Mob Inhabited Areas
    • Yellow W: Areas That Hint at Larger Creatures

    The reasoning behind this labeling is based on personal opinion. A lot of the layout of certain areas can give you a glimpse of what they could be in the MMO. Especially as the map for the Battle Royale is using assets and landscapes from the MMO, however they have been shrunk down into a playable size for the Apocalypse version. Most of the cities and towns we can assume will be small nodes in the MMO or have similarities. If you have noticed in playing the Battle Royale so far, the south west part of the map has a Elvish design (Empyrean) while the north east side has more of a Human architectural design (Kaelar). It is interesting to note that both in the Underrealm and just south of Fort Ryll, there are the exact same two crystals as the ones show below in the concept art. It is possible that these crystals were used to “seal” dangerous Essence or creatures in those areas.

    Locations like Sky Mesa, Rotweald Forest, La’sai Village, and Farstrider Outpost have more primitive designs. This could be hinting at the Lesser races in the background lore and may represent Goatmen, Goblins, Lizardmen, Birdmen, or others that have yet to be referenced.

    The Three Behemoths mentioned in the quest lore may also be referenced within the map itself, designated Kraken, (possibly “He-Who-Groveled) Groot (is actually a Treant) and lastly the giant stone head north-east of Brighthold could be a stone Golem.

     

    Summary

    Please note that the information listed below is my personal opinion and not factual material.

    Over time, four great empires arose from the ashes of conflict into the Aela Empire, Pyrian Kingdom, Kaivek Protectorate and the Dunzenkell. Just when relative peace seemed to settle across Verra, the Harbingers appear. Surely this was a evil omen, foreshadowing the end of civilization. After all natural disasters must be a sign for the Gods. Not too long after, portals from the Void appeared. Carrying with them numerous corrupted beings never before seen by the eyes of mortals. Prayers went unanswered, Spells had no effect, traditional weaponry barely held them at bay. It seemed as though Creation had forsaken Verra. In an act of desperation, the major empires formed an alliance called the Lightpact whose sole focus was the survival of Verra. Many heroes were born, and more perished by the Others. However not only did the Others appear, but Corruption also twisted the land and the minds of those infected. It was never ending. The Lightpact began to create powerful weapons using the master smiths from the Dwarves and Words of Power from their most esteemed scholars. But it was too late, the Corruption could not be stopped. In an act of desperation the Lightpact sent their best artisans and warriors across Verra to gather materials for what would be their last hope; the Divine Gateways. These materials were extremely dangerous and between the Harbingers, Others, and Corruption, it was near impossible to gather enough. However despite their efforts the Lightpact fell. Those who were still sane made their last desperate attempt to survive the chaos by fleeing through the Divine Gateways. Many however did not make it. Creation, seeing the mortals desperation took pity upon them and created the sanctuary known as the Underrealm. A immeasurable amount of time has past, the Verra that the mortals had once known is gone.  Those who had survived have been thrust into a familiar yet exotic world. At this point I believe the Apocalypse timeline ends, and thus begins the MMO’s timeline.

    Creation is the term used to describe the 10 Deities of Verra. Three of these Gods taught their offspring known as the Ancients the art of “Essence-Weaving” causing the Ancients to gain a great deal of power. When the other Seven discovered this, there was a great Celestial War. Eons past, and the energy from the battles fought is what created Verra. Eventually the Seven Higher Gods won the war, and cast down the Fallen Three and The Ancients into the Void. Realizing their mistake, the Seven decided to imbue their powers into four races instead of one. Thus the Humans, Elves, Orcs, and Dwarves were born. It is important to note that the Lesser races were also a factor, and may have been subject to genocide, slavery, and discrimination. The Harbingers were natural disasters that affected the world of Verra and the mortal races considered them ill omens.  However it is fascinating to learn that the knowledge of “Essence-Weaving” was also past down to this mortal races. It is also disturbing to learn this as it makes the Seven seem like hypocrites for teaching this secret art to the four Major races. While casting down the Three and the Ancients into the Void for the exact same reason. There is a high probability of celestial politics at play for the majority of the Ashes of Creation lore. The Fallen Three and the Higher Seven are obviously at war with one another, but there is most likely some contention within those two groups as well. Surprisingly, this shares similarity with ancient Greek Mythology as the Greek Gods held each other often in contempt, pitting their children against each other. The Ancients also heavily remind me of the Titans from this Mythology as well. Each of these Ancients may have a singular Essence that they focus in like fire, earth, water, air, light, void, etc.

    It is important to note that Essence, Magic, and Mana, are very different things. I will attempt to clarify why and how. To understand this terminology, one must realize that Essence is basically the building blocks of all organic and possibly inorganic life in the Ashes of Creation universe. Scientifically, you could consider Essence to be the atoms of everything. Now Magic is the process of weaving this Essence into shapes and processes. An individual can use this Essence-Weaving to bind these atoms to create materials, items, organics, etc. Resulting in special abilities or higher tensile strength. The actual applications in this regard are almost endless. The art of weaving Essence can allow the control of elements in the form of spells. Now doing this without an Essence infused item is possible, however less efficient especially in combat situations. As this process requires tremendous mental fortitude and focus unless an individual is inherently gifted. Therefore in combat most Mages use an item to help channel their magic in a sense. Mana can be seen as a fuel for these magical processes. To simplify, Mana is condensed Essence that can be consumed to help cast magic. It is also important to note the term “Lifespark”, as it is unknown if this is just a reference to an individuals “Essence Strand” or in other words, ones soul.

    Now this is opinionated, not entirely factual. The three fallen Gods possibly control the forces of Corruption, Abyssal, and Demonic Essence respectively. Whereas the seven higher Gods may represent the seven virtues: Chastity, Temperance, Charity, Diligence, Patience, Kindness, and Humility. It is quite possible that when choosing a religion within the MMO that a player may choose one of these seven higher virtues or one of the three fallen faiths as their religious progression for their character. This system may also include how NPC’s and Nodes will interact with a player. We could consider the seven and even the fallen three as “Creation” in that they are referred similar to the Godhead in the Christian faith. It is important to note that the story of creation bares similarities with Greek Mythology and their “Myths of Origin”.

    From the description of the “Others” it seems that Corruption may operate similar to a “Hivemind” entity. It corrupts the land, creatures, and mortals eventually overtaking them and causing their free will to be controlled and then used by whatever power controls the Corruption. It seems logical to assume that Corruption can affect both organic and inorganic substances.  To combat this the Lightpact created very powerful weapons imbued with different types of Essence. These weapons may be future legendary weapons attainable in the MMO.

     

    Final Words

    In conclusion, the world of Verra is vast and much of lore has yet to be obtained. However, I hope that this article helped shed some light on some of the lore in the Ashes of Creation that we know so far. I will be updating this article throughout Apocalypse with more insights as the lore progresses and breaking it up into segments. Personally I would like to thank the entire staff at Intrepid Studios for their amazing work so far on Ashes of Creation. I am truly excited to see what will come next and hope that they realize that their hard work doesn’t go unnoticed. I would also like to thank everyone in the guild Mythic who helped me gather this information in game and allowed me to bounce ideas off of them. Finally, I am grateful that The Ashes Post allowed me to use their website as the medium to deliver this content. I hope that you enjoyed this article and I look forward to the future of Ashes of Creation!

    See ya’ll in game!

  • C0ug4r’s Alpha 1 Map Analysis

    C0ug4r’s Alpha 1 Map Analysis

    C0ug4r’s Alpha 1 Map Analysis

    This is an analysis of the Alpha One Environmental Preview created by c0ug4r which was first shown in the July 9th twitch stream.
    You can find their original post on the Ashes of Creation forums here.

    Watching that video for the first time I instantly wanted to match all the different sceneries together, creating a better overview and being able to place them into what would later become a map of the shown region. However this map is far from accurate or complete. I couldn’t place all the sceneries and the accuracy of the ones I could place is questionable, as perspective is deceiving when things seem closer or further away than they really are and relative angles are hard to figure out. Nevertheless I could puzzle together most of the major sites and the result could be used for approximate navigation:

    This map was created with https://inkarnate.com/ and is free for non-commercial use. See how the wall between the angels looks like bacon? That surely means this map is Bacon confirmed!

    So much for the end product. For the ones who think they are interested in how I pieced this thing together and want to know if it really adds up I’ll give you fair warning: This analysis will be long! To spare you some time though, I started with the part that leaves speculation about the kind, use or story of all the buildings and locations behind and only focuses on the map layout.

    After that we will take a more detailed look at the many sceneries, though I will still keep speculation and mere descriptions to a minimum, focus on placing everything where it possibly belongs and pointing out little details that you might have missed.

     

    First Things First

    Some remarks before we start: I know Hand of Unity released an analysis video two weeks ago which did a great job in showing and explaining a lot of the Alpha 1 sceneries. But I felt it missed some points and didn’t give the general map overview I was looking for. If I had any knowledge of video editing and spoke fluent English this would be a video too. But i don’t and this isn’t. So have fun with all the pictures and text!

    For the analysis we’ll have a look at each of the scenes presented in the video. That’s 42 scenes in total some of them showing different perspectives as they proceed, needing more than one image to cover all that is shown. I won’t follow chronological order as that’s not the best way to get a better understanding of the map as a whole. But wait there’s more! During the stream they also showed 8 screenshots. We will deal with them too. I would strongly recommend you watching the video or the respective scene while reading. I stuffed a hundred links in here to direct you to the related part of the video or corresponding picture. Having the map at hand certainly also helps you orientating in Verra’s first Alpha 1 region.

    There’s certainly some things I got wrong regarding Ashes of Creation (I’m not good with the races and their architecture) and the English language (must’ve missed topographical and architectural descriptions classes). So point out any mistakes! (and let’s see if I’ll find the time to correct them)

    A Bird’s View

    To pinpoint all the smaller sceneries we first need a general overview over the region. Great view comes with great height and the preview provides at least 5 scenes which deliver exactly that. Scene 23 nearly covers the entire region thus giving us a perfect first impression. Scenes 14, 30, 40 and 43 all cover a smaller angle and range which give a closer look at landscapes that are pretty far away or not even visible in Scene 23.

    The color code for the markings in the pictures is: Green for buildings. Orange for any other structure. Red for special landmarks. Blue for water. Pink for the two towers and the lighthouse.

     

    Scene 23 (1:26)

    • Central element is what should be a Pyrian tower. We can only see an upper part of it, but can clearly determine it standing in a sequoia forest which apart from the great trees offers nothing else of interest.
    • The coniferous forest is limited by a wall which spans between or alongside two big angel statues. Facing away from the tower the terrain in front of them drops quite a bit. While the angels seem intact the wall is not. If you watch closely you will notice several breaches.
    • Especially the right side was obviously broken by an area of volcanic activity which is centered by some large spires.
    • Surprisingly not too far away left of this devastated area stand some houses with green roofs. These will later turn out to be a farm.
    • The surrounding area is now covered by deciduous trees of normal height and the terrain is more flat.
    • Further to the left sits another large statue. This one something like a guardian. It is standing at the edge of a cliff which leads down to a river.
    • This river seems to originate from a lake in the lower left corner and runs to the top. Its far away passages cannot really be seen in this scene, but are visible in others.
    • Right behind the lake a bridge spans over the deep river valley. Notice: It is only visible at the beginning of the scene and mystically vanishes after a second.
    • Shortly after passing the guardian statue the river enters a town that will likely be the biggest settlement of this Alpha 1 region.
    • Behind the town the river turns left and splits right after. One branch running directly towards the ocean.
    • The sea covering the whole back of the scene features a single island in the upper left. We can’t see any other shoreline as the terrain in front is quite hilly.
    • Some larger hill limits the region in the right top.
    • The pink and two orange marks near the ocean point out another tower and some bridges. While the tower is invisible the bridges may or may not be vaguely perceptible, but all will later be clearly shown in this area.

    • The breaches in the wall by the volcanic area are now more visible though the wall itself is often covered by trees.
    • The lake in the bottom left also shows a huge tree and for a short moment a small part of the island where it’s rooted. We will later see that this island is also home to a village.
    • On the other side of the lake and river the terrain ascends up to an area with orange soil or grass and pink trees. A single house can be spotted.
    • To its right we can still see some houses of the town and beyond that not only do we see the twin statue of the guardian, but also a nearby castle with many defence towers.
    • Left of it water cuts through the land. At that distance it seems too big to be part of the river making another isle much closer to the mainland more probable.

    • As it’s neither visible in the beginning nor the end of the scene I almost missed an important detail: There’s water between the farm and the volcanic spires. As it may first look like a river flowing from the tower to beyond the spires, later scenes will show that it’s part of the swamps. Knowing that, if you look closely you will notice the treetops of most trees right of the tower are shaped differently to the ones left of it. That’s simply because the ones on the left belong to ordinary forests and most of the right ones are trees of the swamp.
    • When reviewing the scene at a later point I also discovered water right behind the farm that’s visible at the beginning of the scene, but in none of the above pictures.

    Scene 43 (2:12)

    • The closing scene shows the Pyrian tower again though this time the best view we get is from the beautiful sky.
    • Things we already saw are the castle in the bottom left corner, the farm in the middle and another broken part of the wall (beneath the balcony and not visible in this picture)
    • It might seem strange we cannot see the left of the two angels, but it is just too small.
    • I would argue again that we can see one or even two bridges in the back, but it could be my imagination or knowledge of scenes to come.
    • What makes this scene interesting at all is the area in front of the farm and to the feet of the wall. We can only see a small part of it, but what we can see is more water of unknown dimensions, a swamp tree in its middle and another house with a green roof. This means there’s not only swamp to the right of the tower stretching far to the ocean, but also between the wall and the farm which now is surrounded by the swamp from three sides. While at first I was hardly able to place any of the swamp it surely grew bigger and bigger in the process.

    Scene 14 (0:51)

    • This scene focuses on another tower. This one being more spiky than the elegant Pyrian tower it was probably build by Aela. It is the pink tower marked in Scene 23 where it could not actually be seen.
    • However having the castle right across the river gives you a good impression to where you are looking from in relation to Scene 23 and of the position of the Aela tower.
    • The castle is surrounded by some solitary houses and has access to a bridge across the river.
    • The area around the castle stretches far to the top flanked by the sea shore to its right. Again the terrain is too high up to see the coast line itself.
    • Left of the castle lies the orange land with pink trees again. In this scene you see it is not only a small area, but reaches just as far as the bordering land types.
    • Even more to the left grows the same kind of forest that surrounds the Pyrian tower.
    • The whole area is confined by large mountains in the left and back of which only the closest isn’t even a bit covered in snow.

    • The guardian statue in front of the castle is revealed with another house to its feet. The way coming down from the castle seems to end at the river, but in fact we’re dealing with another invisible bridge as we will later learn.
    • You can see some bright areas in the pink forest which look too shapeless to be buildings or other structures. The left one could be a pond and the right one looks much like a stream. If that’s the case the coloring would be just as odd as that of the ground and trees.
    • What can only be seen at the fadeout of the scene is the splitting river behind the tower. The all time visible branch flows right towards the ocean the other one separates the green hills around the castle from the colorful lands and possibly reaches the ocean somewhere in the top right corner. Both originating from the left.
    • There we would see the river running through the town if the camera turned a bit to the left or even the platform of the tower is hiding some of the marginal town buildings.

    Scene 40 (2:06)

    • Same tower, nearly 180° turn. The castle and river are in the direction of the bottom left corner.
    • Though we now directly face the ocean it is still hard to spot a shore line due to the hilly terrain and the mist that is even hiding the sea itself. Still there seems to be some blue water and even a sand beach at the left side best visible at the end of the scene.
    • The terrain in this area is very hilly and drastically descends towards the ocean and right behind the tower.
    • There are also ravines between the hills which are best illustrated by the wooden bridge constructions spanning over them. These are the bridges that may or may not be visible in Scene 23 and Scene 43.
    • Again some scattered houses in the area, but nothing spectacular at first sight.
    • The upper right however shows a mushroom forest instead of the usual green trees. It is hard to tell how close it is to the coast as this part is covered by a tree, but it is definitely a valley not far away from the ocean.
    • Even more to the top right we see mountains rising from the ocean. These are the same we saw at the far right in Scene 23 and they will certainly limit the map in that direction.
    • Though it’s neither hidden by terrain nor mist there’s one building missing here that I marked in pink. We’ll come that now.

    Scene 30 (1:47)

    • It is the lighthouse featured in this scene and we now see it’s surrounded by a whole village.
    • Nevertheless I marked only two houses in this picture. One at the margin of the village the other one mainly covered by the hill in the left. These are the exact same houses marked above in Scene 40 only now shown from the other side. Reviewing Scene 40 it’s very strange we only see that one house of the lighthouse village, but the rest is hidden behind trees and mist or just as invisible as the lighthouse itself.
    • Where there’s a lighthouse there must be water and lo and behold for the first and only time in the preview we can clearly see the ocean! While there seem to be flat beaches at the top and lower right the terrain left and behind the lighthouse rises quickly. That explains why you can’t see any ocean or shoreline in the other scenes.
    • The bay left of the lighthouse is where the river that flows by the castle finally hits the ocean. The castle itself can be seen at the top, the orange land right behind it.
    • We can see some more water cutting into the land at the top. It’s hard to tell, but it could be the same waters that we already saw in Scene 23 at the left edge. Either it’s surrounding an island, forms the mouth of the other river branch that separates the castle’s land from the orange one or even both.
    • Finally there’s a stone circle of dark monoliths with cyan glowing inscriptions that center around a moss-grown stone which will later turn out to be a large stone head.

    With these 5 scenes most of the map could already be filled. We’ve seen all the different land types, their positioning and approximate extent and are able to place many of the shown buildings and structures. If this overview was enough scene by scene analysis for you, this is your chance to stop reading.

    Only one thing worth mentioning in regard to the scenes above before we proceed: I didn’t mark a rather important object that all of you should have seen nonetheless. It’s the one bringing light into Verras Alpha 1. This star (it’s probably not called sun, but I will call it that later on) certainly helped me orientating in some scenes though I hardly mention it. However in some scenes I will, so to let you know where it’s standing on this lovely summer evening I marked it with the compass rose on the map.

    As I already mentioned the scene by scene analysis will not be in chronological order. Instead I will take you on a journey through Verra’s Alpha 1. Sounds better and also gives you a better impression of what belongs together although there will be some inevitable jumps.

    The Py’rai Lake Village

    Scene 18 (1:07)

    • Our voyage begins where the preview video started too. Only we’re facing the other direction. That is the only time we see that village and its surrounding although we caught a glimpse of the lake and the great tree in Scene 23.
    • The location on an island surrounded by a lake, the great tree and the design of the houses probably makes that a Py’rai village.
    • To leave the island the village has access to a jetty just left of the tree.
    • Left behind the lake kneels one of the angel statues and the wall bends behind it. It’s holding something in its hands that considering its length is no weapon but a candle. That gives it an aura of religion rather than strength.
    • The lake’s valley is surrounded by sequoias in the back. In Scene 14 these woods would stand right in front of the snowy large mountains which are nowhere to be seen here. So it seems these ridges may only be present in the left of the map.

    The Pendant Bridge

    [Screenshot 3, Screenshot 1, Screenshot 2, Scene 33 (1:53)]

    • In the first picture we’re still at the lake as you can clearly see its surface at the bottom edge and parts of the great tree in the upper left corner.
    • We now face the pendant bridge that is the most prominent way to cross the river in the entire region though it tends to disappear from time to time as we saw in Scene 23. So better hurry up when crossing it.
    • Behind the left bridge gateway we can see pink trees and orange lands, which borders the sequoia forest as we can see in the second and third picture.
    • They also show a single Aela house standing near the gateway and high mountains in the background just as we would expect them to be there from Scene 14.
    • The last picture completely turns its back on the lake and looks along the river. We can see the first guardian statue behind the bridge and the first houses of the town further down the river.
    • There’s also a single house next to the right bridge gateway, but this time it looks Pyrian. It was at no time present in Scene 23, but I think we already got used to that kind of magic.
    • Right of the gateway you can see some of the volcanic spires in the background and a flat mountain or hill on the horizon which should be the map limitation seen in the right of Scene 23
    • If we pretended to set foot on the bridge and wander through its left gateway, we eventually might turn up at the next location.

    The Mausoleum

    [Scene 13 (0:47), Screenshot 8, Screenshot 7, Screenshot 6]

    • As the first two pictures show this grandiose mausoleum and its surrounding cemetery are situated between the sequoia forest and the orange land. The exact position along that border is hard to determine, but considering the snowless mountain in the back is neither close nor terribly far away the position on the map should be around where I put it.
    • It’s interesting how the lighting differs between the video scene and the three screenshots. The decreasing light definitely creates a totally different atmosphere.
    • The third and forth picture show there’s a lot of graves and probably four little crypts arranged around the mausoleum.
    • What bothers me a bit is the position of the sun in the last picture combined with the sequoia trees in the back. If the sun was where I put it we should see pink and orange. But maybe this sun wanders faster than our terrestrial one or the Gods changed its position between taking the screenshots and the video. We better get going before I start overthinking this.

    The Orange Lands

    [Scene 11 (0:40), Scene 17 (1:03), Scene 35 (1:57)]

    • With the orange lands somehow right around the corner we pay it a quick visit and it reveals more strange things other than the odd coloring of ground and trees. Glowing crystals seem just as usual as ordinary stone and trees growing out of the rock are a thing here too.
    • The third picture shows that not all the orange lands look the same though strong colors are obligatory. In this scene the glowing crystals are replaced by blue glowing plants or mushrooms which look friendlier than the green gas that emanates from the geysers and floats on the creek.
    • If you look closely you’ll notice a building in extension of the creek that doesn’t look orcish but human. It could be the one marked on the left side of Scene 23, though there’s other scenes that show human housings in the orange lands.
    • The first two pictures show the same village from different sides. The various housings made of wood and leather should be home to Kaivek orcs. While in the first picture we face left of the sun the second from the exact opposite direction shows some sequoias and mountains in the back what matches our general idea of the area, but could place the village anywhere there.
    • However I took a much closer look at the two mountain tops, drew some comparisons and found matches in Scene 14 and Screenshot 4. Unfortunately this allows for no exact locating either, but should place the village roughly in the middle of the orange lands.
    • As that’s rather speculative we hurry back to the bridge before anyone notice.

    The Town

    [Scene 01 (0:07), Scene 15 (0:55), Scene 42 (2:10), Screenshot 4]

    • The first picture is from the starting scene and was our first view of Alpha 1. Knowing the pendant bridge is right above our heads or the lake village just behind us, it’s almost an unspectacular first glance along the river showing only some pink trees up the slope to the left and 2 houses of the town at the end of the river. The statue at the top right is well hidden behind a tree.
    • The second picture rows us some further down the river revealing a bit more of the statue and a bridge inside the town that connects the houses on the left side with others on the right.
    • In the third picture our viewpoint rose what gives us the best view of one of the guardian statues in this preview. Seeing mainly its back we still don’t get a good impression of its posture or what it’s doing with its arms.
    • There are two more houses visible in the left of the town, but the part above them is more interesting.
    • While the river seems to end somewhere behind the bridge it looks like it’s reappearing in the left, suggesting a bend to the left which we will soon learn really exists.
    • Beyond that left part of the river and hardly visible stands the castle with its defence towers.
    • As we float into the town the last picture let’s us take a look back at the… oh never mind, the bridge is again missing. (As we were told and could see during the stream Ted was working on that one in the background. So maybe that is where the magic’s coming from.)
    • But look, there’s the first close-up of a townhouse! Its architecture could have already been anticipated at a distance, but now we clearly see its an Aela housing that is wholly enclosed by a stone wall.
    • To the left of its roof we can spot another roof in the orange lands that doesn’t look much like an orc building.

    [Scene 02 (0:13), Scene 09 (0:32), Scene 41 (2:08),Scene 10 (0:36)]

    • Facing downstream again the first picture shows the same house only now on the left. Together with the one behind it those where the ones we could already see from afar.
    • The bridge connects them to a part of town where houses seem to be build upon a massive foundation.
    • The second picture leaves those buildings behind or at least aside, hopping onto the bridge to find another one just behind it.
    • We also see the river bending to the left in the back like we already knew it and the terrain getting more hilly beyond the town.
    • There’s several houses on the left side of the smaller bridge and a larger tree next to the river that could well be a village oak
    • But what really catches our eyes is the huge building on the right. It will turn out to be the biggest building shown in the entire preview and I’d be surprised if that wasn’t the townhall.
    • In the third picture we jump down to the village oak between both bridges from where we can clearly see the townhall is really one single building and we also see there’s at least one more building behind it.
    • Turning left in the last picture the village oak stands right of us. We discover a placid square with a statue in its centre surrounded by some houses of which the right one is the most noticeable. As it’s wider than the standard residential houses it could well be a tavern.

    [Scene 20 (1:15), Scene 28 (1:43), Scene 38 (2:03), Scene 19 (1:11)]

    • In the first picture we strolled across the beautiful plaza and now face the other direction. We can see the same surrounding houses, the statue and the village tree by the river where we just stood.
    • We see the townhall in all its glory and a passageway through it that reveals another statue on the other side of the building.
    • We also get a better view of its flanking houses. The right ones standing on the mentioned foundation, the left ones surrounded by stone walls again.
    • If we stare into the distance right of the townhall and atop its neighboring building we can see another small building that could be part of the farm and may even be able to perceive at least one of the volcanic spires.
    • What this picture isn’t showing from the very beginning of Scene 20 is a third bridge left of the tavern, crossing the river after its bend and two houses that appear in the hills adjacent to the town in the upper left corner.
    • In the second picture we change sides of the townhall to discover it was hiding some more houses from us.
    • We’re facing the townhall statue and to its right foot (left from our point of view) through the passageway we can barely see its twin on the square.
    • In the third picture we turned left at the statue and walked up the foundationed area to look back towards the townhall again.
    • Now that we’ve ended our sightseeing tour of town we bid farewell, floating further down the river and looking back at the townhall, tavern and houses in the last picture.
    • Where is the bridge behind the tavern you may ask. Well, it’s certainly hidden behind that stone, it’s not like bridges could turn invisible. That would be silly!
    • The river bend is now obvious whereas its splitting might not be seen at first glance. While we ourselves drift towards the castle another branch flows to the right dividing the castle’s realm on our right back from the orange lands that can be spotted at the top right corner.
    • That’s where we see just another non-orcish building on orange ground. They seem much more common than I first thought.
    • What I too didn’t anticipate were the two mountains behind the guardian statue and the townhall as I did not expect there to be such high mountains in the area behind the Pyrian tower. Well, even though I planned this journey by myself it’s still full of surprises.

    The Castle

    [Scene 08 (0:29 ), Scene 34 (1:55), Scene 26 (1:38)]

    • In case you couldn’t recognize where the river split up we have now turned around in the first picture facing downstream and along the two branches.
    • Hidden in the trees in front of us stands a single house. To its top left some parts of the statue are visible and to its right lurks a single tower of the castle. We had a much better view of them in Scene 14.
    • What we didn’t see there was a bridge leading to the house, but magic is at work again and we can clearly see it now. Together with the bridge behind the tavern those two are probably connecting castle and town.
    • However instead of passing the bridge, the second picture takes us down the left stream where we get our first closer look at the castle, the orange lands just at our back.
    • To the castle’s right stands its accompanying statue which seems to point towards the town and its fellow there.
    • The last picture takes us around the castle as we can see the orange land behind it now. While other viewpoints made the defence towers arrangement look very random, the right angle makes them perfectly align and reveals the castle’s symmetry.

    The Lighthouse

    [Scene 07 (0:25), Scene 29 (1:45), Scene 30 (1:47), Scene 37 (2:01)]

    • After we leave the castle behind, cross the river over the second bridge that we saw in Scene 14 and climb up some hills we might end up in the first picture.
    • It’s the lighthouse and a few houses in front of it. The one in the left middle is the one I already mentioned in the background of Scene 40.
    • Leaving those 2 marginal houses to our right in the second picture, we have a great overview over the whole village.
    • In the right part there’s foundations like we already seen them in the town, only this time they level out the terrain instead of generating a difference in height.
    • We’ve already seen the third picture and analyzed the scene, but I felt a view from the other side of the village and looking back at the castle and river mouth gives a good impression of where we went from there.
    • It also shows no matter how close we’re to the ocean it’s still a steep walk down to the shore and the other side of the village is also flanked by hills.
    • The fourth picture focuses on the henge on the beach that is arranged around a stone head. Both elements don’t really seem to fit together as the dark monoliths look not as ancient as the head in their middle.
    • The wooden object to its right certainly will turn out to be a trap door that leads down to a dark altar where the people of the village above sacrifice their firstborns to the rageous Ocean God. Yes, that seems plausible.
    • As we don’t want to have anything to do with that, we continue our journey leaving the ocean to our left back and enter the valleys that cut through the hills some more inland.

    The Mushroom Swamp

    [Scene 25 (1:34), Scene 24 (1:30), Scene 22 (1:22), Scene 36 (1:59)]

    • First evidence of reaching the swamps are water everywhere around our feet, bamboo thicket at its edge and blue wisps floating around in the air.
    • The bridge spanning over the valley is one of those we saw in Scene 40.
    • Picture two leads us to another location only else visible in the aforementioned scene: The impressive mushroom forest.
    • The orc village settled between those huge mushrooms shows the exact same housings as the one in the orange lands and its exact position is just as unclear. The mushroom forest isn’t that wide though, so it’s safe to put it somewhere there.
    • The wooden head in pictures three and four is another fascinating sight especially with it’s little blazing companion. There seems to be some hewn stone to the right, but the mist is not helping recognizing anything.
    • There’s two things that make me believe the head and the pictures featured in the next segment are not to be found in the exact same swamp area as the mushroom forest. First thing is the missing bamboo, second the differing color of the wisps. While they’re bluish in the two upper pictures which safely feature locations not too far away from the ocean, they are golden in all the other pictures which might put those further inland.

    The Swamps

    [Scene 03 (0:15), Scene 04 (0:17), Scene 21 (1:19)]

    • This big area is rather uncharted and I couldn’t localize any of the shown sceneries. Two reasons may be the gloomy spike trees that take a lot of view from what’s behind them and the haze that drastically limits our sight. Another one is what we could anticipate from Scene 23 and Scene 43: The swamps are surrounded by higher terrain. No matter where you’re looking, the hills by the ocean, the farmland, the volcanic spires and most certainly the wall and sequoia forests stand higher than the swamps, making it difficult to catch a glimpse from outside or a good view from inside of them. Nevertheless the pictures show several buildings and structures in the swamp itself.
    • Admittedly most of them are hardly recognizable in the first one. The most prominent is the jetty in the middle which houses two tents.
    • If you look real closely you can see another one of those tents in the left middle placed on a small hill.
    • On the very left we see a wooden structure which is just as indefinable as the brighter part of whatever stands close to it. The triangle shaped wood carvings could remind us of elements we saw in some Empyrean and Kaelar buildings, but that’s pure speculation.
    • The second picture at least takes us a bit closer to the jetty, the right of both tents now clearly visible.
    • Just behind it we see another allegedly Pyrian house with green roof. If it’s the one we found standing in the swamps in Scene 43 is impossible to tell.
    • A more obvious Aela building is standing at the left. It’s protected by a stone wall at least to the side of the swamp and at both its ends stand what looks like watch towers. It’s the first time we encounter that kind of safety measures meaning the swamps could be a dangerous area.
    • The last picture shows a nice little waterfall and yet another type of building that looks Pyrian.
    • In the back the spiky swamp trees make place for some sequoias allowing at least for a vague placement of that building.
    • As the mosquitoes nearly sucked us dry let’s leave for some friendlier place in the vicinity.

    The Farm & The Volcanic Spires

    [Scene 12 (0:43), Scene 39 (2:05), Scene 31 (1:49), Scene 32 (1:51)]

    • While the volcanic spires in the back of the first picture might not look that inviting, the farm in the foreground does. We can only see two of the buildings that should be Pyrian again, yet Scene 23 and Scene 43 showed us some more buildings standing at our back.
    • After being mentioned several times now you see at last why I called this the farm. There’s fields and patches all over the place and that’s just the small part we’re able to see.
    • The tent next to the brazier is of the same kind that we saw on the jetty in the swamp where there was also a Pyrian house with green roof in its background. Considering the way at the left that leads towards the spires heads right into the swamps, the jetty could be just down the slope.
    • Knowing from Scene 43 that there’s also swamp between the farm and the wall it’s easy to see how the terrain behind the buildings drops down there.
    • Just to steeply ascend towards the wall and the angel that’s partly hidden behind a tree. Though you can’t see it in this picture Scene 12 shows how it looks just like the one at the Pyrian lake village in Scene 18. Kneeling and presumably holding a candle.
    • As this is one of the few scenes facing in this general direction it is noteworthy that the mountains behind the sequoias and the spires are not as high and more flat than the ones on the other side of the map. There also seems to be no snow.
    • The volcanic spires are so massive, they look much closer than they we’re shown to be in Scene 23. What could have also been anticipated from that scene are the floating fragments and one spire that separates from the rest where it damaged the wall. For more ‘details’ regarding this site you might want to read this story (Dillia’s Diary) and take a closer look at the last picture.
    • Although we’re well-advised to better stay away from the spires we’re getting closer in the second and third picture. What could be a little surprise is the moss growing on the volcanic ground and in hindsight on the spires, too. That means whatever happened here, happened some or even a long time ago (read the aforementioned story!).
    • Nevertheless smoke is still emerging from the ground and while we still enter the caves below in the last picture, its inferno reveals. The lava caves and fire sparks make for a fervid spectacle, but the unbearable heat forces us out of the caves in no time. Time for some cooling.

    The Sequoia Forests

    [Screenshot 5, Scene 05 (0:20), Scene 06 (0:21), Scene 16 (0:59)]

    • Rushing out of the cave and uphill through one of the breaches in the wall we reach the shady sequoia forests.
    • There we might stumble across the Pyrian village shown in the first picture. It may be due to the fact that this was one of the screenshots that for the first time we see marble buildings and accessories that could be Empyrean style.
    • The rest of the more usual houses is scattered between the high sequoias that give no view for a precise placement of the village.
    • As we keep exploring the forest we encounter another Kaivek village in the last three pictures. After the ones in the orange lands and the swamps that is the third of them featuring again the same building types.
    • The first two pictures differ only slightly in angle. The round hut of the second picture is shown behind the right hut of the first picture at the end of Scene 05 The ones uphill are just the same in both pictures. Figuring out the third picture too belonged in that village, needed some shadow comparison on the front of the triangle shaped hut in the left. As these matched, the whole village is obviously standing near the river shown in the third picture.
    • Looking at the horizon we only see cliffs but no high mountains. In combination with only one river on the map that we know of, it seems likely that we’re actually standing somewhere upstream from the Py’rai lake village. So that’s where I put this quaint place.
    • Considering the water is coming from where we only see cliffs I’d expect there to be a beautiful waterfall behind those houses. Maybe Intrepid hid that from us to discover when Alpha 1 starts.

    Twitch Stream 2018-08-17 (58:57)

    • The first preview video did not take us that close to the coast thus it’s the first time we can take a closer look at the beach.
    • The houses of the fishing village are the same that we already saw in the orange lands, the mushroom swamp and the sequoia forest though there seem to be some buildings that we haven’t seen before. If nothing else, the horned tower in the middle of the village should make it another Kaivek settling.
    • The placement of the village on the map is easy to figure out as the first and third picture show it near the mushroom swamp.
    • Thanks to incredible progress in Alpha 1 development towers don’t seem to be invisible anymore. The first picture shows both the lighthouse (top right) and the Aela tower (middle top).
    • The last two pictures reveal two stone walls behind the village that form an inland passage which may lead directly to the Kaivek settlement in the mushroom swamp.
    • In the top right corner of the last picture you can already see the hills that will limit the map in this direction.

    Twitch Stream 2018-08-17 (58:57)

    • One of the other locations is a sizeable wooden construction that is built around a huge orange glowing mushroom. As there’s more mushrooms around, it’s certainly placed in the mushroom swamp.
    • The other spot is only visible in one scene, but is obviously located in the orange lands as we see orange crystals and pink trees. The ground though isn’t orange, but rocky and together with the different terrain levels and wooden structures it looks much like a mining site.
    • This concludes our journey through Verra’s Alpha 1. I hope you enjoyed it and were able to gain some more insight into the various sceneries.

    In the spectacular Alpha 1 – First Look at Action Combat Video both of the latter locations are arena-like showplaces for the upcoming action combat system. The video also features the castle and a city setting that is definitely connected to this screenshot and has nothing to do with the town we already know. As the video is fast-paced it doesn’t allow for a precise localization of the settings on the map, yet it gives a good impression of their immediate surroundings.

    This concludes c0ug4r’s Alpha One Map Analysis. You can find their forum profile here: c0ug4r
    Those interested can find c0ug4r’s original post on the Ashes of Creation forums here.